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So i put a new trainer in the MaterialBase but when i started the game i got this error:
Exception: NameError
Message: undefined local variable or method `value' for nil:NilClass
Compiler:1016:in `pbCheckByte'
Compiler:1126:in `pbCompileMoves'
Compiler:1074:in `pbCompilerEachPreppedLine'
Compiler:569:in `each_line'
Compiler:569:in `pbCompilerEachPreppedLine'
Compiler:566:in `open'
Compiler:566:in `pbCompilerEachPreppedLine'
Compiler:1074:in `pbCompileMoves'
Compiler:3760:in `pbCompileAllData'
Compiler:3885

So i deleted the trainer from the materialbase but i still got this error

Incidentally, this will no longer be a problem in the next release due to a change in how battleback file names are determined. The quotes will still show up in the metadata when written by the Editor, but they're ignored now.

Quote originally posted by DuBDraK:

So i put a new trainer in the MaterialBase but when i started the game i got this error:
Exception: NameError
Message: undefined local variable or method `value' for nil:NilClass
Compiler:1016:in `pbCheckByte'
Compiler:1126:in `pbCompileMoves'
Compiler:1074:in `pbCompilerEachPreppedLine'
Compiler:569:in `each_line'
Compiler:569:in `pbCompilerEachPreppedLine'
Compiler:566:in `open'
Compiler:566:in `pbCompilerEachPreppedLine'
Compiler:1074:in `pbCompileMoves'
Compiler:3760:in `pbCompileAllData'
Compiler:3885

So i deleted the trainer from the materialbase but i still got this error

In SpriteWindow, go down to about line 4784 and find the four lines with # ADDED comments at the end of them. Add in the "multiply by zoom" parts as follows:

Code:

@__ox+=@__bitmap.width*@__sprite.zoom_x if @__ox<0
@__oy+=@__bitmap.height*@__sprite.zoom_y if @__oy<0
@__ox-=@__bitmap.width*@__sprite.zoom_x if @__ox>@__bitmap.width
@__oy-=@__bitmap.height*@__sprite.zoom_y if @__oy>@__bitmap.height

In SpriteWindow, go down to about line 4784 and find the four lines with # ADDED comments at the end of them. Add in the "multiply by zoom" parts as follows:

Code:

@__ox+=@__bitmap.width*@__sprite.zoom_x if @__ox<0
@__oy+=@__bitmap.height*@__sprite.zoom_y if @__oy<0
@__ox-=@__bitmap.width*@__sprite.zoom_x if @__ox>@__bitmap.width
@__oy-=@__bitmap.height*@__sprite.zoom_y if @__oy>@__bitmap.height

I remember when the Animation Editor didn't save your animations. Those were the days. Past tense, of course.

In the script section Compiler, find the following def. Add the green lines and delete the red line.

Code:

def pbCompileAnimations
begin
if $RPGVX # ADD pbanims=load_data("Data/PkmnAnimations.rvdata")else # ADD pbanims=load_data("Data/PkmnAnimations.rxdata") # ADD end # ADD
rescue
pbanims=PBAnimations.new
end
move2anim=[[],[]]
if $RPGVX
anims=load_data("Data/Animations.rvdata")
else
anims=load_data("Data/Animations.rxdata")
end
for anim in anims
next if !anim
found=false
for i in 0...pbanims.length
if pbanims[i] && pbanims[i].id==anim.id
pbanims[i]=pbConvertRPGAnimation(anim)# DELETE
found=true
break
end
end
if !found
pbanims[pbanims.length]=pbConvertRPGAnimation(anim)
end
end

Explanation
There are two animation files: "PkmnAnimations.rxdata" is for animations made with the Animation Editor in Essentials, and "Animations.rxdata" is for animations made within the Database (F9) in RMXP. Whenever the game is recompiled, it recompiles the animations, which involves comparing these two files. The deleted red line gave priority to the Database animations, so any animation made by the Animation Editor is replaced by the Database animation if it exists (even if it's blank). That's the opposite of what we want to happen - AE animations should take priority. Deleting the red line makes that so.

The added green lines let you load the correct animation file for comparison.

I still have a bit of testing with this fix to do, to make sure it's relevant in all situations. Currently even empty animations in the AE animations file still take priority over the corresponding Database animation. I may separate move animations and "other" animations, so the AE is solely for move animations and the Database is solely for "other" animations (grass rustling, exclamation marks, common animations, etc.), with no crossover allowed. If anyone knows anything about animations, I'd love to hear your view on this idea (PM/VM me to avoid cluttering this thread).

Right I looked over this and my CURSE seems to be 10D, as it is in the scripts, as is in your newer ESSENTIALS... Plus that Fraps program I can't get to work... So I can't record using that... But I played the battle over again and it seems when I switch Pokémon, that's when the battle messes up! This is what I do, when I start the battle, I send out a MACHOP, which GASTLY or MACHOP can't really attack, so I just LEER the crap out of GASTLY, then send out a PIDGEOT, but, here is where the battle goes stupid, PIDGEOT can use, FEATHERDANCE and QUICKATTACK, (clearly QUICKATTACK doesn't effect GASTLY though), and when I use WHIRLWIND, it uses the correct message and fails... But WINGATTACK, does nothing, no message, no nothing, again, I started the battle but this time switched in WARTORTLE, WITHDRAW works, RAPIDSPIN, WATERGUN and BITE however do not, it's as if it sees the move but skips the effect in this case being the battle phase.

Right I looked over this and my CURSE seems to be 10D, as it is in the scripts, as is in your newer ESSENTIALS... Plus that Fraps program I can't get to work... So I can't record using that... But I played the battle over again and it seems when I switch Pokémon, that's when the battle messes up! This is what I do, when I start the battle, I send out a MACHOP, which GASTLY or MACHOP can't really attack, so I just LEER the crap out of GASTLY, then send out a PIDGEOT, but, here is where the battle goes stupid, PIDGEOT can use, FEATHERDANCE and QUICKATTACK, (clearly QUICKATTACK doesn't effect GASTLY though), and when I use WHIRLWIND, it uses the correct message and fails... But WINGATTACK, does nothing, no message, no nothing, again, I started the battle but this time switched in WARTORTLE, WITHDRAW works, RAPIDSPIN, WATERGUN and BITE however do not, it's as if it sees the move but skips the effect in this case being the battle phase.

Well, that's your problem. You're changing things. Obviously you've missed something (although pbSetViableDexes has nothing to do with the battle system, so the missing text box is a separate issue).

I strongly advise that any "upgrading" you do is actually the editing a fresh copy of the latest Essentials, rather than copying newer code into your existing game. It's easier that way. If you're keeping track of your code changes like any decent developer (i.e. put a comment next to each line you change), this should be tedious but not difficult.

Y'know, I thought I might have had a response to the "Animation Editor now works" thing...

Thanks for making me feel awful about my lack of skills by the way... I am trying.

Nevertheless, I was missing the battle box graphics so that's all fixed now, you changed the file names to "battle****box", which I noticed, so I just renamed mine, I'm trying to follow the WIKI on what changes you are making, but I can't keep up with them all and little ones like that aren't on there!

The errors that a save file can bring with it... I started a New Game, and now the error has gone *SIGH*, everything is perfect now... So it was nothing to do with my scripts, it was everything to do with my stubborness, I really didn't wanna start a New Game, silly me.

What do you mean by this?

Quote originally posted by Maruno:

Y'know, I thought I might have had a response to the "Animation Editor now works" thing...

Hi, I've found copy of my RMXP project based on Essentials (no the current version I think) in the depths on my hard drive. I can open project file and edit it, or start the game using Game.exe, but hen I try to run Test Game from the project, or to use Editor.exe, this is what I get:
Does anyone know how to fix it?

Thanks for making me feel awful about my lack of skills by the way... I am trying.

Nevertheless, I was missing the battle box graphics so that's all fixed now, you changed the file names to "battle****box", which I noticed, so I just renamed mine, I'm trying to follow the WIKI on what changes you are making, but I can't keep up with them all and little ones like that aren't on there!

The errors that a save file can bring with it... I started a New Game, and now the error has gone *SIGH*, everything is perfect now... So it was nothing to do with my scripts, it was everything to do with my stubborness, I really didn't wanna start a New Game, silly me.

I'm sorry if I made you feel bad. However, this thread is for reporting bugs in the latest version of Essentials that are there by default, not for problem caused by your own script changes - the latter should go in their own threads.

Obviously not every single little change is listed in the changelog; it'd be ridiculous to expect me to do that, as it would take up so much more of my time. Renaming a file to have a better name is hardly worthy of mention, in my opinion, and I would likely miss noting some of the renames even if I was trying to record them all. That kind of information would only be useful to the vast minority who are trying to update their own games, rather than copying across changes to a fresh version as recommended.

I meant that it was a big deal that I'd gotten the Animation Editor to work (I've since managed to get it to work even better). It was one of those big and ancient problems, which people seem to have given up complaining about and have now just forgotten all about it. Now that it works, it'll open the gates for new animations. It seemed like a big deal to me.

Quote originally posted by mackoo:

Hi, I've found copy of my RMXP project based on Essentials (no the current version I think) in the depths on my hard drive. I can open project file and edit it, or start the game using Game.exe, but hen I try to run Test Game from the project, or to use Editor.exe, this is what I get:
Does anyone know how to fix it?

A little info on why this happens... To clarify, I downloaded a fresh Essentials off the Wiki, I've also tried running Editor.exe as administrator, I've also tried running it under Service Pack 2, and all the above...

I tried an older version from like 2 years ago or something like that, and it works fine! I've created about 4 animations with the older version to make sure it wasn't a fluke, but the newer version, fails everytime... Which is a shame!

I'm only pointing this out because it seems nobody is using the Animation Editor and/or this is my bug, which as stated above, the older versions are fine, but you did say you wanted some sort of feedback!

FYI, it is named aaa because I got tired of naming it the attack itself as I tried several times and all failed, tried meaning, opening and closing, creating then trying to export, several times, which gets boring and time consuming.

When in a Controlled Double Wild Battle *Meaning that the Battle is treat like a wild battle but through a Conditional branch and there is a registered partner* one of the pokémons is defeated the menssage of 'Shmoo obtained 80 Exp Points!' Shows three times instead of a single one.

I'm sorry if I made you feel bad. However, this thread is for reporting bugs in the latest version of Essentials that are there by default, not for problem caused by your own script changes - the latter should go in their own threads.

Obviously not every single little change is listed in the changelog; it'd be ridiculous to expect me to do that, as it would take up so much more of my time. Renaming a file to have a better name is hardly worthy of mention, in my opinion, and I would likely miss noting some of the renames even if I was trying to record them all. That kind of information would only be useful to the vast minority who are trying to update their own games, rather than copying across changes to a fresh version as recommended.

This kind or information can be get comparing the two versions scripts (using programs that show the changes like the wikipedia ones or manually).
But pasting more that a hundred of different changes can be very less practical that copying the new Essentials features separately.
You probably understand. If other people is taking over Essentials and you continues making your game, do you update your game or copy across changes to a fresh version as recommended?

I am putting bugfix directly into Wikia page that have the same purpose that this thread, but the info is better organized for future references.

A little info on why this happens... To clarify, I downloaded a fresh Essentials off the Wiki, I've also tried running Editor.exe as administrator, I've also tried running it under Service Pack 2, and all the above...

I tried an older version from like 2 years ago or something like that, and it works fine! I've created about 4 animations with the older version to make sure it wasn't a fluke, but the newer version, fails everytime... Which is a shame!

I'm only pointing this out because it seems nobody is using the Animation Editor and/or this is my bug, which as stated above, the older versions are fine, but you did say you wanted some sort of feedback!

FYI, it is named aaa because I got tired of naming it the attack itself as I tried several times and all failed, tried meaning, opening and closing, creating then trying to export, several times, which gets boring and time consuming.

As I said, there are a number of problems with the Animation Editor. The inability to export animations is one of them, and I've fixed that one too. It's due to it asking the player to name the file, which is just bizarre and probably due to the message system changes that Poccil made ages ago. Again, I've fixed that for the next release (which will be coming out very shortly!).

The fix I gave earlier will at least allow your animations to be saved, which is better than before.

Quote originally posted by FL .:

This kind or information can be get comparing the two versions scripts (using programs that show the changes like the wikipedia ones or manually).
But pasting more that a hundred of different changes can be very less practical that copying the new Essentials features separately.
You probably understand. If other people is taking over Essentials and you continues making your game, do you update your game or copy across changes to a fresh version as recommended?

I am putting bugfix directly into Wikia page that have the same purpose that this thread, but the info is better organized for future references.

I think the phrase "as recommended" says it all. Updating Essentials is never easy, whichever method you use. At least with the "modify the latest Essentials" method, you have a working project to start with - it's so much easier to miss a few changes with the "upgrade your own project" method and make it not work.

Current to today's release, the Trace ability has the following error:

In a Trainer Battle where the opponent's Pokemon is KO'd, in Shift Mode the player is prompted to send out a new Pokemon. If that Pokemon knows Trace, it will immediately Trace the opponent's fainted Pokemon, instead of waiting until the Trainer sends out their next Pokemon before activating.

EDIT: Found something else. Trainer Battle, Shift Mode- Player selects an attack, opponent is faster and use Explosion (probably SelfDestruct, too). The opponent's Pokemon is KO'd and the player is prompted to shift. After the new Pokemon is sent out, the attack selected BEFORE the explosion (which never happened, thanks to the opponent killing itself first) occurs despite that pokemon being recalled.
Also, Explosion/SelfDestruct seem really weak... Going to see if it's something in moves.txt doing that.

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